NokiMo
bagoolworks
bagoolworks

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5/23/17 Early Report and Sub-Personas

Hi compatriots, lately in the game I was trying to do all of the dialogue for each of the common events that run at certain points in a spanking scene. But I lost track for a moment with how exactly the scene is supposed to run, so I went back and set everything up the way it will run in the game and managed to shorten what would normally be like a dozen pages of code into about 1 and a half pages after using common events. For those unfamiliar with RPGmaker, common events are certain portions of code saved to a specific location that can be replicated throughout an event whenever you need it. What that means is if you have a big process that you need to use over and over again in an event, you can shorten it to one line and just insert it wherever you want. This saves a lot of room, and the common event can be used in any event in the game anywhere after you make it. I have over 100 common events for use in the game. A lot of them hold the entire library of dialogue for a certain action for each persona class. When that event is run, it looks at the persona being used, looks at the emotion of the npc, picks a random number, and loads the dialogue stored at that number. It works that way with the rest of the dialogue randomizers too. Loading the menus in the spanking scenes uses a common event too, which links to other common events for each choice. 

Back to the other topic, I know I was going to talk about other mechanics of spanking scenes, but I'll save that for later because I just thought of something really interesting. After making emotion differences in each persona class, I noticed that while for a punishment having the npc at a positive emotion will cause them to always act bratty and non-repentant, and if their emotion is close to 0 they will be cold and indifferent. What this made me think of was how each persona has a sort of mini section of code where they take an additional trait. A teenage girl at a positive emotion would act like a bratty teenage girl, a woman at a emotion close to zero would be a cold woman. This little side effect I decided to call a sub persona, where if I add a suffix to each persona based on a range of emotion values, I could lock the emotion values at a certain point and you could end up with a character who is naturally bratty, cold, or remorseful, without making a new persona just for that!

Comments

Most impressive! I was curious how that was going to be handled, as it seemed that it would become necessary for a character to draw from multiple sets in some proportion or many personas to achieve the nuance you sought. It sounds like excellent news indeed.

Erin Blanche


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